Is there a way to check if a camera is currently transitioning between view targets via the Set View Target with Blend node?
Edit: more specifically, I’m transitioning between cameras using Set View Target with Blend, and unchecking Lock Outgoing makes the transition very smooth, unless the camera is currently transitioning, in which case it just snaps to the next camera, which looks terrible.
If you transition between two cameras using that node and Lock Output is set to 0, you’ll get a smoother transition, but if you transition into a third camera while the first transition is occurring, the camera will jump to the final camera, which is bad.
Checking Lock Output will solve this, but it will also make the transition less smooth because it nullifies any existing movement in the camera. So I’m trying to set it up so that Lock Output is set to 0 unless the camera is transitioning, in which case it will set itself to 1 as a last resort to avoid any jumps.
I use the setviewtargetwithblend feature heavily in my camera system without lockoutgoing. I use a simple state machine (switch-case) that performs a distance check between the playercameramanager transform and new viewtarget transform to determine if transition ongoing or completed to mimic a latent function.